OWB_Devs

OWB 5.0.6 Patch Notes

May 4th, 2024
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  1. -- Update 5.0.6 --
  2.  
  3. ### Major Features
  4. - Old World Blues wants to hear from more of you! In addition to advertising our newest survey via Discord and Reddit, we’ve added a clickable survey QR code to the main menu inside the mod. Give us your feedback!
  5. - Tech balance for this patch includes some impactful infantry equipment stat buffs, Behemoth buffs, and a decrease to fuel gain. Note that some of the efforts towards balancing specific countries below were made within the context of the infantry adjustments, which changed some previously high-performing tags to struggle more as AI or vice versa. The full details of the tech changes can be found here: https://pastebin.com/LRkxSqze
  6.  
  7. ### Added
  8. - Added 8 unique news events for Canada all tied to the CPF Civil War.
  9. - Added a new shared spirit given to all nations involved in the CPF Civil War upon its start. This modifier is intended to improve the pace of the war overall.
  10. - Added new decisions for all parties in the CPF Civil War that provide temporary targeted bonuses on a chosen front.
  11. - Added a new Strathcommune spirit targeted against Loid’s Ministry to the nuclear explosion event.
  12. - Added two notification events for second coalition members for joining the Northern Lights research group and gaining the Canadian Renaissance economy law.
  13. - Added icons to The Old Country, Rotpurgers, and Safehaven.
  14. - Added a new focus to the Vault City Gorden tree to account for the map changes to the Vipers and Jackals.
  15. - Added Basic Caravan Equipment technology to several nations missing it.
  16. - Added a wargoal on Rad Hazards to the Metis Congress focus “End the Assimilation”.
  17. - Added several new positive and negative modifiers to the temporary shared spirit for Washington Brotherhood and The Cause, intended to help improve the war’s pacing.
  18. - Added detailed AI scripting for focus and event choices of Dundurn, Pleasantdale, and the Great Stampede.
  19. - Added new detailed AI scripting for focus and event choices of Three Rivers and replaced previously malfunctioning AI logic.
  20. - Added new UI for production and deployment.
  21.  
  22. ### Changed
  23. - Changed the base hourly fuel gain rate to be 10% lower.
  24. - Changed several ideas with non-functional trickleback effects in Medical Support companies to use a new Reward tech instead.
  25. - Changed the 215th’s starting spirit to give slightly lower Demolitions Attack.
  26. - Changed the Caesar’s Legion focus “Finish Off the Brotherhood” to be available while you’re actively at war with Lost Hills to avoid a soft lock.
  27. - Changed the NCR’s Ignacio Rivas advisor to grant a research bonus to more technologies.
  28. - Changed the NCR’s Gammacore focus to grant a stronger general and template.
  29. - Changed the NCR’s “Promises of Peace and Power” to also grant 5% more building slots.
  30. - Changed several starting generals and advisors for Nueva Aztlan to be stronger.
  31. - Changed the early foci in Nueva Aztlan’s center branch to grant 50 more political power.
  32. - Changed Pittman’s unique war chief reward for Troll Warren to be stronger.
  33. - Changed The Den focus “Junk City Gladiators” to give robotics tech so the focus is usable.
  34. - Changed New Canaan to start with basic ballistic weapon tech in exchange for having 1 less civilian factory and a slightly nerfed research spirit.
  35. - Changed Gordan’s takeover of Vault City to remove him as an advisor.
  36. - Changed the Navarro Territories to start with Anti-Tank support in its units and a small AT rifle stockpile.
  37. - Changed the Vipers to start with 1 less civilian factory, slightly less resources, and slightly weaker divisions.
  38. - Changed some unique foci and one event for the Vipers to be slightly weaker.
  39. - Changed The Cause to start with Support Equipment and Anti-Tank techs, as well as support Anti-Tank in its Power Armor Divisions.
  40. - Changed Washington Brotherhood to start with Anti-Tank tech as well as support Anti-Tank in its Power Armor Divisions.
  41. - Changed Yakama Nation to start with 5% less Stability.
  42. - Changed a tiered spirit for Ruminators to give slightly less Land Night Attack.
  43. - Changed Olympus Tribe to have less starting unit experience.
  44. - Changed a small handful of early MacArthur event options to levy smaller Stability or War Support penalties.
  45. - Changed MacArthur’s Martha Santiago general to no longer have the Lone Wolf trait
  46. - Changed Baron’s Eyrie to start with 5% more War Support.
  47. - Changed the SPECIAL traits for some CPF unit leaders.
  48. - Changed the stats of some generals for Pioneer Company, Loid’s Ministry and Strathcommune slightly.
  49. - Changed some advisors for Big Grass to be slightly weaker.
  50. - Changed some miscellaneous foci and starting events for Big Grass to be slightly weaker.
  51. - Changed Big Grass to start with Anti-Tank tech but no longer start with Support Robot technologies past the first tier of Protectrons.
  52. - Changed Big Grass to have 1 additional starting unit and start with CnC support in its template, but have weaker starting units.
  53. - Changed Big Grass to start with 8% less Stability, 7% less War Support, and 1 less military factory and infrastructure.
  54. - Changed RELCOM’s leader spirit for Big Grass to grant -10% Trade Opinion and Surrender Limit.
  55. - Changed some starting event options for Pioneer Company to be slightly weaker or stronger.
  56. - Changed Pioneer Company to have 1 more starting civilian factory and infrastructure.
  57. - Changed Pioneer Company’s starting units to have slightly more unit experience.
  58. - Changed Loid’s Ministry to have 5% more Stability, 250 more surplus manpower, and a small starting infantry and support equipment stockpile.
  59. - Changed Loid’s Ministry to have 1 less starting tank division and slightly adjusted starting unit experience and equipment.
  60. - Changed Loid’s Ministry’s tank spirits to provide slightly less Tank Attack.
  61. - Changed Strathcommune to start with 10% more Stability and a larger Infantry and Anti-Tank equipment stockpile
  62. - Changed Strathcommune’s starting units to have slightly less experience and removed 2 divisions, but added 4 divisions of a new, stronger infantry template.
  63. - Changed Strathcommune’s wartime Conscription Factor and Training Time bonuses to be stronger.
  64. - Changed Batford Brigade to start with 15% less War Support and slightly weaker starting units.
  65. - Changed Batford Brigade’s starting spirit to give 5% less Recovery Rate.
  66. - Changed the Great Stampede to start with Anti-Tank tech, a higher conscription law, 20% more Stability, and 5% more War Support.
  67. - Changed some starting events for Great Stampede to be slightly stronger.
  68. - Changed a small number of Great Stampede foci to be slightly stronger.
  69. - Changed Standing Rock to no longer start with Tools Engineering in exchange for starting with Demolitions tech again.
  70. - Changed Standing Rock to start with 1 less arms factory and civilian factory.
  71. - Changed Standing Rock’s army spirits to give 5% less Recovery Rate and 0.5% less Conscription in total.
  72. - Changed Standing Rock’s starting spirit to grant 10% less War Support, but granted it 5% more base starting War Support.
  73. - Changed Standing Rock’s "Shut Down the Bars" and “The Sunkawakan” foci to be weaker.
  74. - Changed Marshall Republic to start with 10% less War Support and marginally less unit experience.
  75. - Changed Safehaven to start with a lower economic law, 5% less Stability, slightly fewer resources, 1 less civilian factory, and slightly weaker starting units.
  76. - Changed some starting event options for Unbound to be slightly weaker.
  77. - Changed Ironmongers to start with slightly less unit experience.
  78. - Changed starting Stability and War Support to be lower for the following extreme outliers in Cascadia: Bellingham, Dredgers, Haida Confederation, Syilx Nation, New Victoria, and Whistlers.
  79. - Changed the Lost Hills events for appointing foreign Elders to also inherit tech and give a compliance boost on the core territory of the integrated nation.
  80. - Changed the focus to get Hermes armor as Jacksons to require you to have researched spec ops 4.
  81. - Changed recruitment laws by removing all major checks and adding war support requirements for the higher laws.
  82. - Changed several NCR election decisions to no longer require certain countries to exist.
  83. - Changed the minimum consumer goods back to 0%.
  84. - Changed the antivenom reward tech to have 10x the HP to be in line with other HP buffs.
  85. - Changed a handful of equipment GFX.
  86.  
  87. ### Fixed
  88. - Fixed the menu buttons linking to the OWB Discord displaying the wrong tooltip text.
  89. - Fixed a country event for Strathcommune detailing the nuclear accident not also firing for the other CPF nations as intended.
  90. - Fixed late joining members to the Second Coalition not gaining the Canadian Renaissance economy law and not joining the Northern Lights research group.
  91. - Fixed several Apostles divisions spawning in Detroit.
  92. - Fixed MacArthur’s AI giving up its resources to Chicago without any restraint.
  93. - Fixed a typo in the graphical culture for the Bonedancers.
  94. - Fixed Pioneer Company Southern Colonisation decision attempting to Core states that are already cores.
  95. - Fixed a typo in the MacArthur gamerule description.
  96. - Fixed a missing icon in the Pioneer Company unique training law.
  97. - Fixed Organization Requests decision not using a randomised seed.
  98. - Fixed an incorrect name and missing description in a Pioneer Company focus.
  99. - Fixed the final Cult of Liberty focus failing to give claims on every state in Montana.
  100. - Fixed a missing icon in the Loid’s Ministry focus tree.
  101. - Fixed Dundurn and the Passkeepers from getting American Plasma Rifles from focuses.
  102. - Fixed the Great Stampede getting Red Glare Launchers from a focus.
  103. - Fixed some focuses or events for Big Grass and Loid’s Ministry which added equipment of a far higher tier than intended.
  104. - Fixed several Vegas focuses giving buildings on impassable states.
  105. - Fixed the Vault City focus “The Aquifer” giving the same bonus regardless of your Magistrate choice.
  106. - Fixed the Republic of Three Rivers starting a war against Langenburg without any warning.
  107. - Fixed the Marshall Republic being able to join the Northern Khans’ war against Baron’s Eyrie in specific circumstances.
  108. - Fixed the Scrappers Compact having two sets of Manpower Laws and the Fallen Creed missing later manpower laws.
  109. - Fixed the achievement “The Wolf's Last Howl” failing to trigger for the Montana Chapter.
  110. - Fixed several Impassable states still having building slots.
  111. - Fixed two provinces on the Lanius/Archdiocese border giving an “Ocean Crossing” penalty in combat despite being adjacent land provinces.
  112. - Fixed an event for The Gateway which displayed the wrong text for one of its options.
  113. - Fixed a loading screen quote from Yorkton clipping outside the window.
  114. - Fixed other miscellaneous typos.
  115. - Fixed Caesar not having tribal visibility at gamestart.
  116. - Fixed several NCR election focuses that claimed to give you support but didn't actually.
  117. - Fixed a bug that caused McNamara to take over Lost Hills if they appointed an Intellectual foreign high elder.
  118. - Fixed an incorrect tooltip for Unbound.
  119.  
  120. ### Technical Changes
  121. - Added AI logic to unit leader trait choices. Results from testing this have been less than satisfactory, but there should be minor improvements.
  122. - Added slightly better AI logic to the Great Stampede’s wargoal timing.
  123. - Added slightly better AI logic to the Pioneer Company’s starting event choices.
  124. - Added slightly more AI logic to Metis Congress’s focus choices.
  125. - Added much more detailed AI strategy to how the Washington Brotherhood handles its starting war.
  126. - Changed AI peace conference logic to claim and contest states less if it only neighbors the state via a contestable claim.
  127. - Changed AI logic for MacArthur’s political power spending and a handful of events to be better.
  128. - Changed Standing Rock’s AI focus priority to be slightly improved.
  129. - Fixed some peace conference logic unintentionally applying when tags negotiate on behalf of other tags due to scripting errors.
  130. - Fixed Automated Warfare’s AI doctrine weights pushing Motorized units slightly.
  131. - Fixed Lanius’s AI to produce more Chariots relative to the amount of Motorized units.
  132. - Removed several unnecessary checks tied to features recently integrated into base Hoi4 previously included in DLC's.
  133.  
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